Still transmitting, the three-decade-old craft encounters turbulence in solar wind KITCHEN SINK HELIOSPHERE: If the solar wind is like a stream of water spreading out on a flat sink bottom, then the boundary where the flow breaks against onrushing soapy water (interstellar gas) is the termination shock (recently encountered by the spacecraft Voyager 2) and the region of slower-moving water beyond it is the heliosheath. Courtesy of J.R. Jokipii Hurtling through space 31 years after its la
I have always liked the idea of symmetry; makes for a pleasing appearance and is well ordered. Apparently this is not true for our solar system, which appears to have the middle aged ‘dunlap’ disease. Our solar system’s gut has done lapped over its belt. This information is coming in to researchers courtesy of the 1977 vintage Voyager 1 spacecraft, which is now reaching a distance of 9.9 billion miles from Earth and is entering the Sun’s heliosheath; a region of space where the solar system’s
BioShock was a big hit. But, the way lead programmer Chris Kline sees it, the game should've been a MISERABLE FAILURE. BioShock was first planned in early 2002 when its developer, the then Irrational Games, decided it needed a big AAA title. The idea was to make a System Shock 2 clone, but development on the game stopped for about two years. "The very first failure," recalls Kline, "was that we wanted to base this whole thing on System Shock 2. After a couple false starts, it wasn't until the E
Despite a history of decidedly average game to film translations, I believe there are some properties that could successfully make the transition, provided they were treated in manner appropriate to the subject matter. At the risk of being branded a heretic, I believe that System Shock 2 could work as a film. For anybody who has never played it the premise is fairly straightforward, you wake up alone on an board a space ship to find the crew have been killed and turned into zombies and other v
Despite a history of decidedly average game to film translations, I believe there are some properties that could successfully make the transition, provided they were treated in manner appropriate to the subject matter. At of being branded a heretic, I believe that System Shock 2 could work as a film. For anybody who has never played it the premise is fairly straightforward, you wake up alone on an board a space ship to find the crew have been killed and turned into zombies and other various cr
Windows 9x, Pentium or K6 200+ MHz, 32 MB RAM, 4X CD/DVD-ROM, DirectX 6+, Highcolor 4 MB PCI or AGP video card, sound card.
Input methods
Keyboard, mouse, joystick
System Shock 2 (commonly abbreviated SS2 or Shock2) is a science-fiction horror-themed PC game, designed by Ken Levine, that incorporates elements commonly seen in first-person shooters and role-playing games. The title was developed by Irrational Games and Looking Glass Studios as a direct sequel to the seminal 1994 PC game System Shock and was released on August 11, 1999 by publisher Electronic Arts.
Gameplay remains different from other first-person shooters with the inclusion of a role-playing system that encourages players to develop their characters independently instead of following a predetermined path. The game takes place on board an adrift starship in a cyberpunk vision of the year 2114. Players assume the role of a lone soldier who attempts to stem the outbreak of a genetic infection that has devastated the ship.
System Shock 2 was well received by critics when released, but failed to meet commercial sales expectations. The title has since become a cult classic, and is now regarded by critics as one of the greatest games ever made. In 2007, Irrational (now 2K Boston/2K Australia) released a self-proclaimed spiritual successor to the System Shock series, entitled BioShock, to mass critical acclaim.
Gameplay
Like its predecessor, gameplay in System Shock 2 encompasses many genres. Navigation is presented from a first person perspective complimented with a heads-up display that shows health, an inventory, and other various displays. Like first-person shooters, players use various weapons to defeat enemies, while role-playing character customization is necessary to become more powerful. Survival horror elements such as inventory management and ammunition conservation are also present.
When the game begins, players must pursue a career in the Unified National Nominate (UNN); enlisting in the Marines grants special skills regarding combat and weapons training; the Navy provides training related to hacking and engineering; and the OSA hones player's psychic powers. After serving three tours, players begin receiving "cyber-modules" for completing objectives. Proficiency in specific skills are increased by spending these at cyber-upgrade units.
Other devices populate the game as well. OS units allow special one-time upgrades to be made (such as extra health), while in-game currency, called "nanites", are exchanged for items at vending machines. Reconstitution stations called "Quantum Bio-Reconstruction Machines" can be found and activated in most sections of the game. If death occurs in an area with an activated Bio-Reconstruction Machine, the player will be reconstituted at the station, otherwise the game ends.
Some devices like keypads, gun turrets, and vending machines can be hacked into for material benefits. When the player chooses to hack a device, a minigame commences where a grid of nodes appear and three must be lit in a row to be successful. The player's skill determines the minigame's difficulty as investments in hacking equate to a higher rate of success. Later in the game, objects become harder to hack resulting in red (ICE) nodes to appear. These nodes are unstable and can cause the object being hacked to break or explode if a connection is attempted. Items can be found that automatically hack an object, regardless of difficulty.
System Shock 2 is set in the year 2114, forty-two years after the events in System Shock, with the TriOptimum starship Von Braun serving as its main setting. The Von Braun is on its maiden voyage as the first faster-than-light starship in human history, and is joined by a Unified National Nominate (UNN) military starship, the Rickenbacker, an armed escort for the journey. The story begins with the unnamed protagonist—listed in a cut scene as Soldier G65434-2—arriving at a UNN recruitment facility on Earth. After completing the training regimen, the soldier joins a branch of the military and is transferred to a UNN space station where, over the course of a three-year career path, he excels in his respective field. At the end of his tour, the soldier is assigned to the UNN Rickenbacker for its voyage with the Von Braun.
A few months into the voyage, the two ships respond to a distress signal from the planet Tau Ceti V. A research team is assembled, including the captains of both ships, and a trip is made to the planet's surface to investigate. Once on the surface, they discover strange eggs which they bring back to the ship. Almost immediately, crew members begin noticing strange behavior in the research team, as well as both captains. It is later revealed that the captains have been integrated into an alien communion called The Many, and are helping to spread an infestation throughout the ships. Most of the crew become infected, as well as the Von Braun's computer, XERXES, and eventually, both ships are completely overrun. Somewhere in the course of events, the soldier is rendered unconscious and is surgically altered to accommodate a new cybernetic system.
Story
Five months into the voyage, the soldier awakens in a cryo-tube on the medical deck of the Von Braun with no memory of the past few weeks due to a computer malfunction. He is immediately contacted by one of the few remaining survivors, Dr. Janice Polito, who demands that the soldier make his way up to Operations on Deck 4 to plan a course of action.
The soldier makes it to Deck 4, only to discover that Polito is dead. He is then contacted by the malevolent AI, SHODAN, informing him that she has been posing as Polito the entire time. SHODAN informs the soldier that she is the one responsible for the creation of the Many, and that they and SHODAN escaped the destruction of Citadel Station in a jettisoned subsection of the structure and landed on Tau Ceti V thirty years later. Though SHODAN had been cultivating these artificial creatures to help establish her god-head, they had since evolved out of her control. SHODAN then issues an ultimatum to the soldier, stating that his only chance for survival lies in working as her "avatar" to destroy her rebellious creations.
Approach your tasks as you see fit... but accomplish, human. SHODAN
The soldier proceeds to the Recreation deck where a transmission device had been prepared to warn Earth about the disaster. SHODAN instructs him to activate it in an attempt to weaken XERXES and allow SHODAN to take control of the Von Braun. The soldier activates the transmitter, but SHODAN is unable to assimilate the Von Braun as the Many have spread too much. He is then informed that destroying the Von Braun is the only option available, but that he must first transfer SHODAN over to the Rickenbacker. The soldier proceeds to complete his task but happens to come in contact with two survivors, Tommy Suarez and Rebecca Siddons, who are able to escape the ship in a launching pod.
After completing the transfer, the soldier heads for the Rickenbacker only to discover that the two ships have been tied together by a mass of bio-organic tissue, the body of the Many. He then enters the body of the Many and proceeds to destroy its core, effectively stopping the infection. After returning, SHODAN informs him that she intends to use the Von Braun's FTL drive to merge real space and cyberspace in an effort to achieve god-hood. The soldier proceeds to face SHODAN and defeats her, despite being offered dual-power. The final scene shows Tommy Suarez receiving a message from the Von Braun. Tommy responds saying that he will return, but that Rebecca is feeling ill. Rebecca is shown speaking with a voice similar to SHODAN's, implying that she has been infected by the AI.
Development
Development on System Shock 2 began in 1997 when Looking Glass Studios approached new upstart Irrational Games with the idea of co-developing a new game using their newly developed in-house engine. The original design for the new title remained close to the final design of System Shock 2, due to the development team's endeavors to create a game with the same mechanics as the original System Shock. While the design was being pitched to publishers, Electronic Arts approached Irrational with the suggestion that the new game become System Shock 2. Ken Levine and the other members of Irrational, who were all fans of the original game, agreed, and design changes were made to incorporate the franchise. In order to make up for a projected development cycle of one year and a small budget, the team began using an incomplete build of Looking Glass Studio's Dark engine to forgo developing their own.
Irrational decided early on that System Shock 2 should incorporate elements of role-playing games such as Ultima Underworld into a real-time action game. These RPG elements were implemented via a character customization system resulting in multiple character paths and a more open gameplay experience. Other design elements to be implemented included a persistent environment and an updated interface that would be more user-friendly than the original System Shock.
After being approached by Paul Neurath (the head of Looking Glass), and being asked if the game was going to be scary, Levine answered that he could not be sure. The result was horror becoming a key focus of the title. As the team grew, four points were identified to successfully incorporate horror into the title. Isolation was primary, resulting in little physical contact with other sentient beings as the game continues. The development team also felt that vulnerability was a key factor in presenting fear and instead of making the player very strong, they focused on a fragile character. Other implementations to create a horrific atmosphere was the inclusion of moody sound effects and intelligent use of lighting.
Another important aspect of the development process was presenting the return of System Shock antagonist, SHODAN. Levine was charged with implementing the rogue AI in a "fresh" way, the result of which was her becoming allied with the player. Commenting on SHODAN's near constant presence throughout the game, Levine has said, "That was pretty daring for the time. Villains appeared in cutscenes, did their thing and then disappeared when you jumped on their head three times. It was really fun to try and do something more sophisticated."
Early setbacks in development can be partially attributed to the incompletion of the Dark engine. However, this turned out to be helpful as the development team were able to implement additional engine features and quickly fix software bugs. The team behind much of the game were also largely inexperienced leading to some negative tension between some of the departments. The project designers, however, remained optimistic of their team. System Shock 2 project manager Jonathan Chey has said of the young developers, "To a certain extent, inexperience also bred enthusiasm and commitment that might not have been present with a more jaded set of developers." Other setbacks remained corporate as Irrational was asked to remove the guns in their build of System Shock 2 for E3 '99 in light of the recent Columbine High School massacre.
A demo for the game was released on August 2, 1999 and features a tutorial and a third of the first mission. On August 11, 1999, System Shock 2 was shipped to retailers and shortly after received mass critical acclaim from critics. The final development time for the title was 18 months with a budget of $1.7 million. Chey has shown approval of the finished product, "Ultimately System Shock 2 turned out better than I ever hoped it would ...Despite the lack of sleep, the near-complete breakdown of my nervous system and the 18 months of time I spent working on the project, it was still fun to play."
A patch was released a month later upgrading the game to version 2.0 and adding significant features to the game such as co-operative multiplayer and access to previously protected game variables that alter weapon degradation and enemy respawn rates. A port was planned for the Dreamcast, but was subsequently canceled around the same time Looking Glass went out of business.
Critical reception
Reviews
Publication
Score
Allgame
4/5
Edge
8/10
Game Revolution
A
GameSpot
8.5/10
IGN
9.0/10
Just Adventure
A
PC Gamer
95%
Thunderbolt
9/10
Compilations of multiple reviews
Compiler
Score
Metacritic
90% based on 39 reviews
Game Rankings
92% based on 37 reviews
System Shock 2 received over a dozen awards, of which eight were "Game of the Year" awards. Critical reviews were very positive and praised the title for its open-ended gameplay, moody sound design, and engaging story. Particular praise was given to the different character classes available. In its review of the title, IGN stated, "The great thing about this system is that it allows you to play the game as completely different characters which gives the game an entirely different feel." Just Adventure also praised the open ended gameplay, "There are very few games that allow you play the way you want to--it's a great design." Allgame also found the gameplay very open ended, citing that there was "enough diversity to demand instant replayability."
The enemy AI was also praised as a strong point of the game. IGN described the enemy AI as "amazing", particularly praising the "cyber ninja's" abilities to react to lighting and use it for tactical advantages. GameSpot also noted how certain enemies stick to the shadows and attack instead of charging the player, describing the AI as "very good".
All critics unanimously described the title as quite frightening. IGN called the ghostly apparitions "very creepy" and emphasized their effectiveness by describing how players may shoot them before realizing what they are. Thunderbolt christened the title "a classic" and went on to describe the atmosphere as "incredible." GameSpot concluded their review by describing how the "consistently uneasy atmosphere make System Shock 2 constantly effective," while PC Gamer's review, William Harms referred to System Shock 2 as "the most unsettling and frightening game ever played."
Despite all the praise, System Shock 2 still received some criticism. One of the most common criticisms centered on the weapon "degradation" system, which causes weapons to wear out and eventually break through excessive use. Designed to add tension by forcing the user to consider every shot, many felt this became annoying and even the developers appeared to have misgivings about the system. In response to this feature, a patch was released that allowed players access to previously protected game variables that control the degradation rate and allow it to be disabled altogether.
Other minor criticisms were pointed out as well. Allgame felt the game began "to drain" near the end with the inclusion of objectives requiring constant backtracking, sentiments felt by Thunderbolt, who also criticized the backtracking, describing it as "a nuisance". GameSpot also criticized the depth of the RPG system, describing the job system as "badly unbalanced" due to the player being able to develop any skills regardless of their profession.
Legacy
System Shock 2 is widely regarded by critics as one of the greatest games ever made and one of the most influential with titles like Deus Ex following its example of emergent gameplay. The title regularly appears on lists of the greatest games ever made, composed by such publications as GameSpy, Edge, and IGN. System Shock 2 also regularly appears in features listing the scariest games ever made, and has appeared on lists composed by IGN, X-Play, and GameSpy. The title's story and characters have specifically remained popular throughout the years. SHODAN's revelation to players midway through the game has been described by GameSpot as, "one of the most shocking and effective video game plot devices we've ever encountered." As a result, SHODAN is recognized by game critics as one of the most notorious villains in video game history and remains popular among fans. Additionally, the popularity of the title has prompted fans to develop a graphical enhancement mod, entitled Rebirth, which significantly increases the quality of various NPC models. Another notable mod developed for the game is SHTUP, a graphical enhancement mod that significantly increases the resolution of in-game textures.
BioShock
In 2007, Irrational Games released a spiritual successor to the System Shock series, entitled BioShock. The game takes place in an abandoned underwater utopian community that has somehow gone awry through the genetic modification of its populace. The game has been very successful commercially and critically. BioShock shares many gameplay elements with System Shock 2. In both games, reconstitution units can be found that allow the player to be resurrected should death occur. Hacking is an integral part of gameplay in both titles as well, though the minigames are significantly different. Different kinds of ammunition and upgradeable weapons are also present as well as the ability to learn new powers via plasmids in BioShock and psionic powers in System Shock 2. Other elements retained are the ghostly apparitions, audio logs, and similar plot twists.
System Shock 3
On January 9, 2006, Electronic Arts renewed its trademark protection on the System Shock name leading to speculation that a System Shock 3 may be under development. These rumors have been further enhanced by an issue of PC Gamer UK that mentioned that EA assigned the team behind The Godfather game in charge of developing System Shock 3. A few days earlier, PC Gamer had printed an article where Irrational Games co-founder, Ken Levine, expressed great disappointment at EA over the development of System Shock 3, "EA just didn't give a shit about that game...I think if EA were to do it, it would've been just a regular first-person shooter with a boss monster at the end." Some game journalists have expressed angst over the rumor, considering that The Godfather has received mixed reviews from critics.
See also
BioShock
Cyberpunk
System Shock
References
^ abcde Desslock (1999-08-25). System Shock 2 for PC Review. GameSpot. Retrieved on 2008-02-16.
^ ab IGN Staff. System Shock 2 (Dreamcast). IGN. Retrieved on 2008-02-19.
^ abcdef IGN Staff (1999-20-08). IGN: System Shock 2 Review. IGN. Retrieved on 2008-02-15.
^ abcd Mackey, Bob (2007-02-05). Smart Bombs: Beloved Games That Flopped (page 2). 1UP.com. Retrieved on 2008-04-07.
^ abcd Metacritic: System Shock 2. Metacritic. Retrieved on 2008-02-14.
^ ab IGN Staff (2007). IGN Top 100 Games 2007 #22 System Shock 2. IGN. Retrieved on 2008-02-14.
^ abc Shoemaker, Brad. The Greatest Games of All Time: System Shock 2. GameSpot. Retrieved on 2006-08-22.
^ abEdge Staff (2007-07-02). EDGE'S TOP 100 GAMES OF ALL TIME. Next Generation Magazine. Retrieved on 2008-04-08.
^ ab Adams, Dan; Butts, Steve; Onyett, Charles (2007-03-16). Top 25 PC Games of All Time. IGN. Retrieved on 2008-02-17.
^ ab Metacritic: BioShock. Metacritic. Retrieved on 2008-02-14.
^ abcd Karge, Anthony (2005-08-13). Thunderbolt: System Shock 2 Review. Thunderbolt. Retrieved on 2008-02-16.
^ (1999-08-11) System Shock 2 Instruction Manual. Electronic Arts, 21.
^Note:System Shock 2 never explicitly lists the full title of this acronym. For all intents and purposes, OSA refers to a branch of the Unified National Nominate (UNN) that houses psychic soldiers.
^Note:System Shock 2 never explicitly lists the full title of this acronym. For all intents and purposes, OS units refer to stations where characters can make a one time character enhancement.
^ ab (1999-08-11) System Shock 2 Instruction Manual. Electronic Arts, 24.
^ ab (1999-08-11) System Shock 2 Instruction Manual. Electronic Arts, 13.
^ (1999-08-11) System Shock 2 Instruction Manual. Electronic Arts, 31-33.
^Korenchkin: We have picked up a transmission from the surface of Tau Ceti V. I have been in negotiation with Captain Diego of the Rickenbacker and after some... coercion, he's agreed to go planet side as a joint venture. Imagine, this historic mission might even become more historic. First Contact. And who is there to get exclusive rights to all media, patents and land grants? TriOptimum. Miri, I told you this would be worth it. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^Bayliss: After a couple of hours it was... it was like being on a bender... long periods that you couldn't remember... one minute we were in that crater... the next minute we were loading up the shuttle with the eggs... I remember hearing that idiot Korenchkin calling the Von Braun and ordering them to clear off the ENTIRE hydroponics deck. Diego seemed to think this was strange and said, 'Are you crazy, Anatoly?' And Korenchkin smiled and said back to him, 'Oh, Captain... WE are not Anatoly... Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^Grassi: I got called up around 0430 to help unload the shuttle coming back from Tau Ceti. Korenchkin was there alone. Jesus, what the hell happened to him? He'd lost most of his hair, and you could see these lumps on the side of his neck. And that smell. I told him he should go see Dr. Watts, but he told me to mind my own business. Well, la-dee-da. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^Korenchkin: There, the young ones are all aboard. Captain Diego and I have sealed off deck 3. He and I are now of one mind... our bodies are changing too. Sometimes it hurts terribly and sometimes it is... marvelous... something wonderful is happening to me... Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^Polito: Make sure you expend all your cybernetic modules before you leave this area. You don't know when you'll find another upgrade unit. Now, find a way to deck 4. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^SHODAN: They have used their powers of mind control to gain access to the ship's computer. You will help me weaken Xerxes. I used Polito's image to communicate with you, until we had established trust. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^SHODAN: It ejected the grove, where my creations, and processing component, 43893, were stored. Thirty years later, the grove crash-landed on Tau Ceti V. I survived only by sleeping. In my absence, my creations, my annelids, thrived. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^SHODAN: Thrived, and grew unruly. And now they seek to destroy me. I will not allow that. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^SHODAN: Remember, that it is my will that guided you here; it is my will that gave you your cybernetic implants—the only beauty in that meat you call a body. If you value that meat, you will do as I tell you. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
'^ SHODAN: Your colleagues have managed to set up a transmitting station in the athletic sector of this deck. The transmitter is intended to send a message to the Earth to warn them of the events that have occurred in this ship. However, it will also draw power away from Xerxes, making him vulnerable to my will. Once you do this, I will control the primary data loop. The annelids are unaware of its presence, but guard the area for their own purposes. Find the transmitter and activate it. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^SHODAN: The transmission has been tampered with. No matter. We will destroy my creations right here. Stand by... I have weakened Xerxes. I am accessing the primary data loop. I am merging my entity with the ship. My glory is expanding, filling the arteries of this vessel. I am in control. I am... no... it is hopeless... the cancer has spread throughout the Von Braun... they fill every available crack and crevice... they overwhelm... There is no option. I have activated the primary elevator shaft... take it to deck 6. I will tell you my wishes when you arrive. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^SHODAN: My creation has run rampant. I demand their extermination. I have no choice but to destroy this starship. We can make our escape in the Rickenbacker, but you must transfer my intelligence to that ship first. Proceed to the Von Braun's bridge on this deck. There you will find an access card to command center on Ops. Find the card and proceed to Ops. But beware... the human-annelid hybrids grow more sophisticated by the minute. You do not. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^Siddons: Move it, Tommy... the escape pod is this way! / Suarez: That damn worm nearly bit my leg off! Oh no... / Siddons: Let's go, Tommy... come on, COME ON! Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^SHODAN: The Many has grown to a massive size. It has wrapped itself around these two ships, preventing their separation. Their creation was my error. Their destruction shall be my delight. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^Delacroix: You must understand the stakes here... if SHODAN is left to continue, her reality will completely assimilate ours. Space will become cyberspace and SHODAN's whims will become reality. Irrational Games. System Shock 2. Electronic Arts. PC. (in English). (1999-08-11)
^ ab Gamespot Staff (2004-10-04). Gamespot Video: System Shock 2 Retrospective Interview. GameSpot. Retrieved on 2008-02-15.
^ abc Edge (2007-10-7). THE MAKING OF... System Shock 2. Next Generation Magazine. Retrieved on 2008-02-15.
^ abcde Chey, Jonathan (1999-12-07). Postmortem: Irrational Games' System Shock 2. Gamasutra. Retrieved on 2008-02-16.
^ IGN Staff (1999-2-9). Looking Glass Prepares To Shock Gamers Again. IGN. Retrieved on 2008-02-15.
^ (1999-08-11) System Shock 2 Instruction Manual. Electronic Arts, 40.
^ IGN Staff (1999-6-18). System Shock 2 Interview 2. IGN. Retrieved on 2008-02-16.
^ (1999-08-11) System Shock 2 Instruction Manual. Electronic Arts, 39.
^ ab Park, Andrew. System Shock 2 Retrospective. GameSpot. Retrieved on 2008-02-19.
^ IGN Staff (1999-08-02). System Shock 2 Demo Released. IGN. Retrieved on 2008-02-16.
^ IGN Staff (1999-08-11). News Briefs. IGN. Retrieved on 2008-02-16.
^ ab IGN Staff (1999-09-17). Shock 2 2.0. IGN. Retrieved on 2008-02-16.